Fire Giant Headsman
Fire Giant, Headsman
Complex Monster, XP 6400
Level 16 (+7)
"Do not ignore the Headsman. Listen to the Headsman and obey his commands at all time. Defy the Headsman and expect to be put to death. Make light of the Headsman and expect your family to be put to death as well."
——Plaque most commonly placed on a Fire Giant Headsman’s Office Door
Feared even among their own forces, the Headsman is a special position given to particularly hardened and battle-tested warriors. Stronger than most, they wear heavy, blackened chainmail and wield massive similarly darkened Executioner’s Axes. This equipment serves a dual purpose, being efficient at dispatching enemies, but it is also put to use against other Fire Giants who have violated one of the important laws. Which law is deemed as important is typically left to the discretion of the Headsman himself. Since they are given the authority by the King himself to act as Judge, Jury, and Executioner, almost all Fire Giant Military give them a wide berth, even those who technically occupy a higher position. This simple, brutal way of punishing major crimes has persisted in Fire Giant society for centuries, eliminating any time and resources wasted on exhaustive trials in favor of their twisted sense of Justice.
Awareness
23
Senses
Low-light Vision
Initiative 17/1d10
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Morale
2
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Defenses
AC
24/30
Touch
20
Fort
26
Reflex
22
Will
20
Resistances: Fire (Imm.)
Vulnerabilities: Cold (1.5x)
Attributes / Saving Throws
STR
32 / 37
DEX
11 / 16
CON
24 / 29
INT
10 / 12
WIS
13 / 15
CHA
10 / 12
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 3
Skirmish 50ft / 4
Sprint 70ft / 4
At-Will
+19 vs AC (Crit 25%/30)
Executioner's Axe
+19 vs AC (Crit 15%/20)
Slam
2d10+22 damage (ArN 4)
REC 6, Reach 10ft
2d10+22 damage
Grapple +21
Special Actions
Sever Limb
Free Action
On a Critical Strike and a Full Hit with an axe attack, the target must succeed a Injury Resilience Check or suffer a Chopping injury. If has already been reduced to 0 Hitpoints, it suffers a -10 penalty to its Injury check (instead of making a second check). (Legendary)
Headsman Abilities
On each turn, roll 1d8 to determine the actions available to the Headsman.
Any Result, choose one of the following:
♦ Basic Attack: Make a Melee or Ranged attack. (Basic)
♦ Shoving Strike: On a hit with an Axe attack, the target is pushed 10ft. If the target is successfully pushed, it is also knocked Prone. (Basic)
3 or more, choose one of the following:
♦ Disheartening Blow [REC 10]: On a hit with a Axe attack, deal +6d8 damage. Additionally, make a Coercion (+24) vs Bravery check against the target. On a hit, the target suffers 1 Morale Damage. (Advanced)
♦ Twice Pummeled [REC 12]: Make three Axe Attacks on the same or different targets. On a hit, the target is Dazed 1d4+1 segment. If the same target is hit more than once, it is Stunned instead of Dazed. (Advanced)
6 or more:
♦ Foe Render: Gain a +50% chance to Critical Strike for this attack. On a hit, deal +10d8 damage. (Legendary)
Overland Movement
40 mi/day
Qualities
- Kin of Fire: Immunity to Fire. Vulnerability to Cold (1.5x). (inc)
- Natural Armor: AC +3/+6, Ref +1 (inc)
Skills: Rank 3 Balance [+4], Rank 5 Climb [+13], Rank 5 Jump [+10], Rank 2 Search [+5], Rank 5 Listen [+11], Rank 7 Spot [+15], Rank 3 Hunting [A: +7/L&T: +7], Rank 5 Survival [A: +14/L&T: +11], Rank 3 Craft:Smithing [A: +12/L&T: +7], Rank 4 Martial Pract. [A: +13/L&T: +9], Rank 8 Coercion [+24],
Rank 3 Deception [+6], Rank 4 Manipulation [+8], Rank 5 Bravery [+13], Rank 3 Intuition [+7], Rank 3 Suspicion [+7]
Feats: Weapon Prof. (Executioner's Axe), Imp. Toughness [2], Great Weapon Spec. (Executioner's Axe), Weapon Focus (Executioner's Axe), Imp. Critical Strike, Devastating Critical, Executioner, Armor Mobility
Philosophies: Rank 2 Mental, Rank 5 Physical, Rank 7 Martial
Combat Training: Melee 5, Parry 3, Fort 4, Reflex 3, Will 2
Wits: {{{Wits}}}, Brawn: {{{Brawn}}}
Equipment: Chainmail, Executioner's Axe
Social
Languages: Giant, Common
Composure: 15
Charm
0
Coercion
+24
Deception
+6
Manipulation
+8
Persuasion
+1
Aloofness
0
Bravery
+13
Intuition
+7
Tolerance
+1
Suspicion
+7
Prejudices:
- Smaller Creatures: Hate 1, Doubt 2
- Dwarves: Hate 2
Motives: